Deimos Abandoned Base #79

   (2 reviews)
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Author

Peter Morotomi

About This File

Very large base. Mostly non-linear gameplay. Lots of exploration but plenty of action and surprises and mystery. The layout is not too confusing but you'll need to check your map from time to time. This is a hug and epic map which takes about 2 hours to complete.

Credits

JP LeBreton, Chubzdoomer, Andrew Hulshult

Base

New from scratch

Build Time

About 4 (!) years, a few hrs a week in my spare time.

Editors Used

Doombuilder, GZDoombuilder, Slade

Bugs

none


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StormCatcher.77

  • 4
   3 of 3 members found this review helpful 3 / 3 members

The passage of this map was for me a real test of strength. 2.5 hours of continuous gameplay - not a joke. Although if I so often did not stray because of inattention, it would be possible to drop 40 minutes, probably. In general, the impression is good. There are no details in architecture, but the very monumentality of the locations, the complexity of the level structure and the total amount of work (4 years, wow!) instills respect for the author. Locations are large and harmoniously pass into each other, forming one of the most intricate labyrinths in my memory. It was very difficult for me to understand how to take the blue key. I remember ... no I do not remember how I took it ... it's just something ... :D The problem is that the map locations are rather empty, and the gameplay is monotonous and not difficult (which did not stop me a couple of times to be killed ...) . I remember that I got into a few classic traps, but that's all. Visual techniques that the author uses are well known and time-tested. Standard textures are applied competently, the samples from the first part of Doom complement them well. The battles are pretty straightforward. In researching a huge (incredibly huge) base, we most often encounter groups of zombies, and they are often scattered over long distances and cause a lot of problems in the open area. While the player did not find the chaingun, you have to hide and shoot with a pistol. The author did not confine himself to the "technobase" theme alone. We have to go to hell again, and then come back. The map's locations do not resemble each other, so the map does not get bored to the very end. The number of secrets is amazing. At the first passage I found quite a bit, but really ... I'm not going to soon return to this base ...

 

I recommend to everyone who likes long research expeditions to the abandoned UAC bases.

 

Doom_Font_Green_Arrow.png  First Demo Attempt GZDoom 2.4.0, 02:25 h

 

In my collection:

 

Blue_3_5.png - Visuals (3 / 5)
Blue_3_5.png - Detailing (3 / 5)
Blue_3_5.png - Gameplay (3 / 5)
Blue_3_5.png - Atmosphere (3 / 5)
Orange_3_5.png - Difficulty (3 / 5)

 

Green_3_5.png - Overall Rating (3 / 5)

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Zalewa

· Edited by Zalewa

  • 5
   2 of 2 members found this review helpful 2 / 2 members

Four years to build this WAD and fourever bind it to idgames/ archive.

 

Fourteen hundred enemies to kill, out of which I did only 700 before giving up.

 

Four weapons - chainsaw, pistol, shotgun, chaingun - these many you will use to kill these 700 enemies unless you're lucky and stumble upon that rocket launcher and that switch that gives you access to it.

 

Four ways (or more) to enter each area.

 

Forty times four combinations of getting lost in these halls of Doom.

 

Four laughs at the description's quote "The layout is not too confusing": ha, ha, ha, ha.

 

Four-walled room which hosts the forlorn blue keycard, sitting there at the pillar, taunting you eternally with its blue presence. (seriously, I noclipped my way through the way that leads up to it and I still don't know how to get it.) (also: "blue" has four letters)

 

I haven't been such confused ever since fourth grade. No rating for this one - only contemplation.

 

In gameplay and effect of awe this is similar to the Dawn of Reality, however whereas Dawn of Reality uses highly realistic environments with lots of attention to detail, here the biggest focus is interconnectivity. The rooms seem to be built around functional purposes in a "realistic" setting, but the detail inside serves only either combat purposes or pure visual clutter to make the rooms "less empty". Despite the huge size of everything, you can get around very quickly. The only long-wided pathway that I found was connected with teleporters that allowed you to skip all the unnecessary running. That said, there are also other one-way teleporters that will move you far away from the area which you were just exploring - so you either need to backtrack, do F3 or do "warp x y" if you're using a ZDoom port. The combat focuses on large amounts of low-health enemies with some stronger ones thrown in to the mix. There isn't a big amount of the latter, given your weak weapon set. 700 enemies in and still I didn't find a super shotgun. This map also uses lots of time-based switches where you need to lower a lift and then jump into a pit to get onto it. If you fail - F3 or backtrack. If you succeed you will most likely only discover that you reached an area that you've already been in before.

 

If I could I wouldn't give this a star rating, so have 5 stars instead.

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  • File Reviews

    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   This is an interesting old megawad. Looks and feels different from the usual Doom. That is to say, it's a partial conversion, there're a lot of new textures, new monsters, new weapons, new sounds, and a new character. All of these are combined with a gameplay that is focused not only on killing monsters, but on exploring too. So yeah, Strain is pretty unique, and I liked this change of pace. There are a lot of nice visuals and detailing, not very polished but that's fine.    As something that clearly claims to stay away from the ordinary Doom style, what predominates here are puzzles, lots of puzzles, some are good, some are obscure, and some are the entire level (map 21 ahem...). Also, labyrinths, switch hunts, corridors, lift after lift, and the incidental hordes of monsters to remember you're actually playing something alike Doom. I'm not saying the mapset is boring, no no no, it brings a lot of cool battles, brutal starts, and makes you work your brain, again not in a popular Doom-ish way, to find the exit or grab something important. In many maps, progression is far from intuitive, sometimes you'll cross a linedef and hear something opening or closing, or you'll flip a switch that opens a cabin of monsters that has a wall with different texture that you must open to progress. In other maps, it's quite simple and relies on the typical key hunt. Backtracking is heavily present in this mapset.    About the new monsters, of all of them I liked the Minister of Pain and Dopplegangers the most, mainly because I found them quite funny, specially the mini-cyber which is adorable. Holo-bots are fine, their stealth version can be a pain in the ass. Red demon isn't more interesting than the original, it just consumes more ammo and time. Demon Lords are dangerous, I found that I could exploit their attack from a certain distance, but from close it's best to treat them as a hitscanner, that is to say, covering yourself everytime he shoots. Polydrones are another dangerous enemy, their corpses are damaging and I found myself inevitably stepping on them and aching. They might replace the mastermind but their chaingun is not the super one. Second class imps are creepy. Finally, BFG Troopers are just cheap, specially on map 30, at least they are not that common.    About the new weapons, well the rapid pistol and shotgun are more useful, the double fists are good, the NFG is ok but I didn't like that the maximum was only 100 cells, it runs out so quickly. It also has a safety pin for whatever reason. I didn't understand the BFG replacement, it apparently functions like a slower rocket launcher, and why does it shoot stealth balls? Idk, I barely used it anyway, all I know is that it's powerful.   Secrets, there are a lot of non-secrets in the maps, almost all of them contain a megaarmor (which equals 300 not 200). The midis are good. My favourite maps are 04, 18, 22, and 24. The IoS map is acceptable, but didn't feel like a truly boss map. Map 21 is all puzzles, some without hints, I didn't enjoyed this one too much.   Overall, enjoyable, probably hasn't aged so well. If you're in the mood for anything that I said above, this is going to be your thing. One personal recommendation, there is no pistol start but fists start here, a lot of maps are very very tight on ammo and weird balanced (e.g. punching shotgunners at the start, tons of rockets and no rocket launcher, having to shotgun a lot of demons), so be patient, or try on continuous first... anyway, 6,5/10.
    • By Walter confetti · Posted
      Pretty cool map for the time, loved the details!
    • By NuMetalManiak · Posted
      hey i knew these levels from Endless Torture, hah. fun set still. fight me.
    • By Myst.Haruko · Posted
      Well, this mapset was enjoyable for me. I know, everyone has different tastes, but this one has nice vanilla tricks and main gameplay made think about some routes to not get killed instantly. In other words, I say it was challenging experience. In texture and detailing case, it could be better, but I won't complain for that. 
    • By felgro · Posted
      Did we play the same wad? This is awful. Screwy textures, broken lifts/doors, incomprehensible and confusing gameplay etc. etc. etc. Just awful.